This is my first attempt at Mercenaries content. I feel like Mercenaries is the perfect mode to represent the heroes of Overwatch and their abilities.
Tanks = Protectors, Damage = Fighters, Support = Casters
The Mercenaries include: Level 30 stats (without +1/+5 max bonus), All Level 5 abilities and all Level 4 equipment.
Every now and again, I will update this thread with brand new Mercenaries. To tide us over until then, here are the first five: Roadhog, Reaper, Widowmaker, Genji and Brigitte.
Anyway, I hope you enjoy these Mercenaries, feedback is much appreciated. Thank you!
Very tricky prompt this week, for some combinations it's quite the thought exercise.
Here's my idea, a very simple combination of Hunter and Shaman. A versatile removal spell, with the possibility of gaining Overload depending on the level you pick. In terms of function, you have a Discover style interface with all three options, then you target the minion you want to kill. I'm also particularly pleased with how the art matches the colours of the card border.
Charged Shot Options
I think we have to consider Tyrande as a part of a Nature comp given Band of the Wilds 4 allows her Elune's Grace ability to function with nature abilities.
Personally, I would start with Malfurion, Tyrande and Brightwing with Guff, Bru'kan and Anacondra on the bench. I think there is a very good case for Guff to start instead of Malfurion given his bench-buffing capabilities.
Honestly, we'll all have to wait and see to try it out, but once I access the Band of the Wilds 4 equipment for Tyrande, she's going straight into this comp.
The Demon Seed. I won't get into why this card needs a nerf, because let's be honest, if you're reading this, then you already know why. My proposed change is less of a nerf, and more a massive rework of the card. Each individual step of this Questline is getting changed, including the reward.
I detest these kind of cards, where the quest progress can go up by more than one at a time. For instance, Crystallizer increases the progress by 5, making the questline become far too easy to complete.
The other problem with this questline, is that it completely removes a lose-condition from the game in Fatigue, and turns it into a very lethal weapon for you. This definitely should not happen, you should only be able to utilise your cards as ways of damaging your opponent.
Here is the total proposed rework of the card:
With this change, you are required to damage yourself with your cards 12 times, this means the Hero Power no longer contributes, removing a far too consistent way to complete the questline whilst also massively slowing down your progress. The reward change forces you to still have cards left that can damage your opponent, as Fatigue and your Hero Power are no longer an option. This overall, forces you to massively build your deck around the self-damage mechanic, which could lead to the deck being constructed out of some lower quality cards.
This also keeps Fatigue as a lose-condition for the deck. I honestly think that in a more balanced state, this deck can be fun for both players in the match, as opposed to just one. If this rework is too much, then another consideration might be to reduce the quest completion stages from 3 / 4 / 5 to 2 / 3 / 4, 12 instances of damage to 9.
I'd love to hear feedback about this, tell me what you think.
I've had to abandon my work on my custom expansion for the time being as I'm finding it difficult to get past some mental creative block. I had an idea for a much smaller scale project that I can come back to as when I want.
I've decided to undertake creating Hearthstone boss fights for random boss battles in WoW or possibly even for Hearthstone-original characters like the Boomsday Project scientists. I want to stay fairly faithful to the fight mechanics from WoW, which I've taken from WoWPedia.
For the first one, we're heading to the Scarlet Monastery to face off against High Inquisitor Whitemane.
2x Crimson Clergy
2x Holy Smite
2x Power Word: Shield
1x Divine Hymn
2x Devout Dungeoneer
2x Velen's Chosen
1x Greater Healing Potion
2x Holy Nova
2x Lightshower Elemental
2x Mass Resurrection
2x Deep Sleep
2x Scarlet Renegade
2x Monastery Guardsman.
Hopefully this'll be the first of many more to come. These only take me like half an hour to do, so they're perfect for when I just have a little bit of time. Any feedback on this fight will be much appreciated and I'll try to implement any criticism moving forwards with this idea. Have a good day and thanks guys!
As an elegant and tbh more 'typical' change, the battlecry change is pretty good. However, the once per turn mechanic still allows this to activate across multiple turns if it survives, just with a much lower scope than it currently has. I'd also like to see if 'Once per Turn' could work as an adjustment to other pop-off cards like this one. I'm unsure which ones I'd target, but I'm sure it's a mechanic that could be used, even for new cards to replace old ones.
For instance, this could be a replacement for Gadgetzan Auctioneer whilst that rotates to wild format, if the auctioneer is ever deemed too powerful. Probably won't be any time soon but this is just a further adaptation of the idea. It may be too weak, but again this is just a very basic and easy example of something that could happen.
I've been playing a mix of Battlegrounds and Ladder recently, and whilst playing Battlegrounds, I came across the Prophet of the Boar. Now the interesting thing about this card is the Once per Turn being keyworded on the card, despite it being only used on this particular card.
With Stealer of Souls being as troublesome as it has been, could it be changed to the following instead?
This would allow the effect to still go off this turn, either via tap or the first card drawn off of Backfire for instance and if it lives until future turns, the effect can be done again. However, these massively reduces the "pop-off" potential for the card. I don't know if this is the correct change for the card, but seeing as it utilises something that is already found within the game, I thought this would make for a good discussion.
Each season of these competitions has been 20 weeks long. Unfortunately this was the 20th week, therefore meaning we're gonna have to wait until season 4. I don't know when that will be, but I'm looking forward to it whenever it comes around.
EDIT: Forgot to say, congratulations Lundy! Well deserved winner.
Quote From linkblade91From a personal angle, it should eliminate situations where I receive an all-1-vote; which, frankly, I don't think I should ever earn, because at the very least my cards are well executed and without mistakes. At least give me a 2!...Does that make me selfish for saying that? lol :/
From a personal angle, it should eliminate situations where I receive an all-1-vote; which, frankly, I don't think I should ever earn, because at the very least my cards are well executed and without mistakes. At least give me a 2!...Does that make me selfish for saying that? lol :/
Tbh, I don't think that makes you selfish at all, when I've looked at the transparency report before there's often situations where I shout "how in the ever-living f*** did that get 1 star?" I understand there's personal opinion and things, but like you say, lack of mistakes is a pretty objective success, even if you don't like the effect or flavour.
As much as I like the idea of having three categories to have a more accurate and representative rating of each card, it's a lot to consider for each card that could be submitted to a comp. I personally quite like taking about 30 seconds to a minute to look at a card and then just slap a 1-5 star rating on it, kind of like Hearthstone Tinder. Then again, putting more thought into how I think about cards isn't really a bad thing, I'm just concerned that this slightly more complex system could turn people off from voting thus leaving less votes overall.
As for scrapping the finalist phase, it feels almost blasphemous, but I do agree that it might be better if it goes away. The amount of times you look at a Transparency Report, and see who got the number 1 card in the voting phase also gets last in the finalist phase or something similar is kinda disheartening. I'm all for scrapping the finalist phase.
As for increasing rewards, why not, seems like a fantastic idea.
If the finalist phase isn't scrapped, then there is one proposal I have for it. If a card had a description box in the voting phase and makes it to the finalist phase, can this description box be kept on the finalist page? I know a card should speak for itself, but sometimes that description just helps to imagine decks where the card could be useful, or strategies with the card, design decisions or maybe even flavour. Like I said, the card should speak for itself, but seeing these extra little bits is so helpful towards giving an accurate and fair rating.
Here's my card, long time since I last participated in one of these so hopefully the card is alright.
Yeah you can absolutely make a wish for a card. Any card is up for grabs, there might even be a couple of groups of 2-3 to request that synergise with each other.
Once I've got the whole set done I'll start distributing cards.
Over the last few months I've been working on some Battlegrounds tribes and a Custom Core Set, all of which were extremely fun projects to make. Alongside these, I have been making a custom expansion which includes 135 cards and the possibility of a mini-set further down the line. The expansion is a little while off being ready (1-2 months as I have work commitments) but the cards are coming along nicely.
Now, I have a proposal for the community on here. Would you be interested in doing a small-scale card reveal season on the actual expansion thread when it's ready to go? I'd initially reveal the expansion with about 10-15 cards on the thread. If anyone is interested then I'd message them a card from the expansion and you can then post it on the thread when you're ready. You can just post the card or if you really want to, do a big reveal I don't mind! After everyone's cards have been revealed, I'll do a final card dump.
I thought this might be a fun experiment to try out and if there's enough interest then we can go ahead with it. Hope you like this idea.
Thank you for the feedback guys. I've updated the tribe in accordance with what you've said. As for the Kobold tribe, the main mechanic of Candles was the same as Blood Gems, with some of the supporting minions being almost identical to the Quilboars. It wasn't like 100% the same, more like 70% but it was enough to make me change things up. I still want to revisit the Kobolds some day, just with a different design that feels more unique. As a cool side-note though, Kobolds had Taunt-hate as a small mechanic (getting more Attack when attacking Taunt minions) which I've kept in the Nagas in the form of Shellshock Breaker.
-Zola the Gorgon replaced with Zola, Golden Witch (Tavern Tier 5, 6/6, "If you have two non-Golden copies of a minion in your warband, the third copy of it costs (0).")
-Updated Golden versions of Starving Seahunter, Reservoir Spearman, Venom Lasher and Knight of the Conch to keep the same Attack thresholds as regular versions.
-Reservoir Spearman stats changed (3/3 to 2/4).
-Golden Reservoir Spearman stats changed (6/6 to 4/8)
-Naga Myrmidon text changed (was "Taunt, Deathrattle: Give adjacent minions +2 Attack." now "Battlecry: Give adjacent minions +1/+1. If they're Nagas, they get an extra +1 Attack.")
-Lord Slitherspear's Hero Power cost lowered from 2 to 1
I mean this is fantastic, if you couldn't tell by my name I'm a fan of a certain rock band, so this expansion really spoke to me. I love all the references to song names or band names (Black Sa'bat being a particular favourite of mine. The power level is dangerously high, and so it should be, we're designers first, balancers second. I love all the extra bits you've included and the art you've made yourself, truly spectacular job you've done here. Well done!
Ha, two battlegrounds projects within a day of each other, nice coincidence! I really really like this, changing Bob's Tavern (he will be missed) to the Grim Guzzler is such a cool idea. I like your Dark Iron tribe, it feels different enough to the Quillboars to be cool, and flavour wise its a whole other kettle of fish. Your heroes are cool and unique and I like the expansion of Frenzy as a mechanic within Battlegrounds. Great job!
Right, I've got another tribe here, but instead of doing it on a PowerPoint as per usual, I'm just gonna do the traditional method of putting the cards on this post behind the spoilers. The Quilboar tribe was fully revealed the other day which forced me to scrap my other tribe, the Kobolds, due to how staggeringly similar they were. This led me back to square one, and then suddenly, Nagas came to mind as a potential new tribe.
The Nagas mainly function around one mechanic, surpassing Attack thresholds. The simplest card to demonstrate this idea is the Starving Seahunter, which gains Windfury once it reaches, or surpasses, the 5 Attack threshold. This effect will only go off once on the minion, similar to a delayed Battlecry. We also have minions with repeatable Attack triggers, such as the Advance Hydroguard or the Swamplands Stalker.
There is also a small synergy within the tribe related to Golden cards, which was partially inspired by the inclusion of a new version of Zola the Gorgon (Zola, Golden Witch). Goldscale Temptress is the other synergy with Golden minions.
Thank you for looking at this tribe!
Tavern Tier 1
Tavern Tier 2
Tavern Tier 3
Tavern Tier 4
Tavern Tier 5
Tavern Tier 6
I wanted to bring Demon Hunters back to the Demon Hunter class for FitB, instead of the pretty strange use of the Quillboar. This acts as like a Stormstrike for Demon Hunters, being pretty decent midgame removal/face damage/board presence.
Right this week is a bit of a challenge, but I'll try my best. I've got two ideas for Gangplank, both involve the idea of detonating his Powder Kegs. The first version doesn't specifically mention the Powder Kegs, but is much simpler and easier on the eye. The second version is pretty much identical to the Bomb Warrior stuff, but with a more powerful explosion. I'll do feedback later, as this time I'll probably be focusing less on flavour (because of my unfamiliarity with the game) and more on balance so it'll take some time.
Okay, thanks for the feedback everyone! I've altered the cost and stats of Chaotic Notetaker to a 5-cost 4/4 to address the issue of activating Supreme Archaeology too early and consistently. I personally believe that the higher cost, the fact it's spellburst so it actually requires two cards to activate the effect (the notetaker himself plus a spell, thus reducing the total amount of cards the effect redraws) makes this card more balanced. Hope you all agree too.
God the card-copying f***ing sucks dude, maybe one solution could be to include “reading the discussion thread, even if you don’t participate in the actual discussion itself” as part of the common ruleset in each competition. I don’t know how to actively solve the issue but this sort of discourages card-copying.
As for the card itself, I quite like this. Temporary disabling of your opponent’s hero power is neat, but obviously the drawback is that you disable yours too temporarily. Makes me think of Mindbreaker. Honestly, nice card.